2016
DOI: 10.1007/978-3-319-46475-6_7
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Playing for Data: Ground Truth from Computer Games

Abstract: Recent progress in computer vision has been driven by high-capacity models trained on large datasets. Unfortunately, creating large datasets with pixellevel labels has been extremely costly due to the amount of human effort required. In this paper, we present an approach to rapidly creating pixel-accurate semantic label maps for images extracted from modern computer games. Although the source code and the internal operation of commercial games are inaccessible, we show that associations between image patches c… Show more

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Cited by 1,454 publications
(1,155 citation statements)
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References 48 publications
(60 reference statements)
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“…This laborious process significantly slows down the creation of a dataset and could also affect the selection of the data. Some researchers suggest using computer graphics to create labels [10], but graphics technologies do not always generate "photo-realistic" images and videos.…”
Section: Introduction Creating Machines That Can Solve Complex Promentioning
confidence: 99%
“…This laborious process significantly slows down the creation of a dataset and could also affect the selection of the data. Some researchers suggest using computer graphics to create labels [10], but graphics technologies do not always generate "photo-realistic" images and videos.…”
Section: Introduction Creating Machines That Can Solve Complex Promentioning
confidence: 99%
“…[CSKX15] use TORCS [WEG*00] to evaluate the proposed direct perception model for autonomous driving. Recently, researchers [RVRK16, JRBM*17, RHK17] leverage Grand Theft Auto V (GTA V) to derive autonomous driving policies, which result in comparable performance to control policies that derived from manually annotated real‐world images.…”
Section: Applications In Autonomous Drivingmentioning
confidence: 99%
“…from a driving simulator). For example, they state that "realism" is achieved by "the high fidelity of material appearance and light transport simulation" and "the content of the virtual worlds", which includes "the layout of objects and environments, the realistic textures, the motion of vehicles and autonomous characters, the presence of small objects that add detail, and the interaction between the player and the environment (Richter et al, 2016). More details, for example which criteria define a high-fidelity material, are not given and subsequently it is also not proven whether GTA V fulfills these criteria.…”
Section: Synthetic Image Production Processmentioning
confidence: 99%
“…The datasets are, ordered by the date of publication of the corresponding paper: the Virtual KITTI (further abbreviated as vKITTI) dataset from (Gaidon et al, 2016), the SYNTHetic collection of Imagery and Annotations (SYNTHIA) dataset from (Ros et al, 2016), the unnamed dataset from (Richter et al, 2016), inspired by the title of the paper, Playing for Data, further called PfD, the unnamed dataset from (Johnson-Roberson et al, 2016), further called DitM, also inspired by the title of the paper, Driving in the Matrix, and the VIsual PERception (VIPER) dataset from (Richter et al, 2017).…”
Section: Overview Over the Datasetsmentioning
confidence: 99%
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